examples/unsorted/evas/evas-3d-parallax-occlusion.c

288 lines
9.9 KiB
C

/**
* Example illustrating usage of parallax occlusion shading and texture animation.
*
* Press "n" for use normal mapping shading. Pres "p" for use parallax occlusion mapping shading.
*
* @verbatim
* gcc -o evas-3d-parallax-occlusion evas-3d-parallax-occlusion.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#else
#define PACKAGE_EXAMPLES_DIR "."
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#endif
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include "evas-3d-primitives.h"
#include "evas-common.h"
#define WIDTH 400
#define HEIGHT 400
static const char *rock_diffuse = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "rocks.jpg";
static const char *rock_n_and_height_map = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "rocks_NM_height.tga";
static const char *wood_diffuse = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "wood.jpg";
static const char *wood_n_and_height_map = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "four_NM_height.tga";
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *camera;
Eo *light;
Eo *mesh;
Eo *material_rocks;
Eo *material_wood;
Eo *texture_rocks;
Eo *texture_rocks_n;
Eo *texture_wood;
Eo *texture_four_n;
} Scene_Data;
static Ecore_Evas *ecore_evas = NULL;
static Evas *evas = NULL;
static Eo *background = NULL;
static Eo *image = NULL;
static void
_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Scene_Data *scene = (Scene_Data *)data;
Evas_Event_Key_Down *ev = event_info;
if (!strcmp("n", ev->key))
eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP));
if (!strcmp("p", ev->key))
eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION));
}
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
eo_do(background, evas_obj_size_set(w, h));
eo_do(image, evas_obj_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
eo_do(scene->mesh_node,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
eo_do(scene->mesh_node, evas_3d_node_mesh_frame_set(scene->mesh, 50 * (1 + sin(angle / 180.0 * M_PI))));
/* Rotate */
if (angle > 360.0) angle = 0.0f;
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(30.0, 1.0, 2.0, 50.0));
data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(-20.0, 20.0, 50.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material_rocks = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->texture_rocks = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->texture_rocks_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(data->texture_rocks, evas_3d_texture_file_set(rock_diffuse, NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->texture_rocks_n, evas_3d_texture_file_set(rock_n_and_height_map, NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->material_rocks,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_rocks_n),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_rocks),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_rocks),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_rocks),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
data->material_wood = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->texture_wood = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->texture_four_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(data->texture_wood, evas_3d_texture_file_set(wood_diffuse, NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->texture_four_n, evas_3d_texture_file_set(wood_n_and_height_map, NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->material_wood,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_four_n),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_wood),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_wood),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_wood),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
/* Setup mesh. */
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_add_cube_frame(data->mesh, 0);
evas_3d_add_cube_frame(data->mesh, 100);
eo_do(data->mesh,
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION),
evas_3d_mesh_frame_material_set(0, data->material_rocks));
eo_do(data->mesh,
evas_3d_mesh_frame_material_set(100, data->material_wood));
data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh),
evas_3d_node_scale_set(3, 3, 3));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
int
main(void)
{
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
Scene_Data data;
if (!ecore_evas_init()) return 0;
ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ecore_evas) return 0;
ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
ecore_evas_show(ecore_evas);
evas = ecore_evas_get(ecore_evas);
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
eo_do(background,
evas_obj_color_set(0, 0, 0, 255),
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(EINA_TRUE));
/* Add an image object for 3D scene rendering. */
image = evas_object_image_filled_add(evas);
eo_do(image,
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(EINA_TRUE),
evas_object_focus_set(image, EINA_TRUE));
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animation timer callback. */
ecore_timer_add(0.01, _animate_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}